Uldir Normal & Heroic

Millennia ago, seeking to understand the nature of their eternal foe, the titans constructed this sprawling underground facility to research and quarantine captured specimens. They hoped that by studying the void energy that bound the Old Gods, probing it for weaknesses and reactions, they could find some way to neutralize it. They were horribly, horribly wrong. The facility was sealed away, so that the horrors within would never be unleashed upon Azeroth. But now those seals have broken…

Uldir, Halls of Control

Raid Entrance

Name: Uldir
Entrance: Nazmir, ZandalarZone ID: 9389Boss Count: 7Boss Order: Taloc, then Mother are the first bosses. Then you can choose between Fetid Devourer, Zek’voz and Vectis. Once those are down, you will encounter the following bosses in order: Zul, Myhtrax and lastly G’huun.

The raid can be found in the Nazmir. The entrance is located in the south-east corner of the Heart of Darkness construct (the big building). You have to take a path further down to gain access to the entrance.

Path to Taloc the Corrupted

You can find Taloc just ahead after you’ve entered the raid. During the fight, you will be lowered to the second floor via the elevator (phase two and three).

Taloc the Corrupted

The titan keepers enacted countless systems to detect and contain any breach from the facility. Their most powerful construct, Taloc, kept watch for any signs of corruption in the region and ruthlessly excised any that he found. But as thousands of years passed, its internal defenses began to decay, making it vulnerable to corruption.

Run away as far as possible from the impact point of Cudgel of Gore to avoid heavy damage (damage drops off with distance). Taloc will cast it at one of the tanks at 100 energy, and the impact point will clear off any nearby Blood Storm pools. Use Essence Font and potentially Revival when the raid-wide damage hits.

Don’t stand between Taloc and his Cudgel when he runs and Retrieve Cudgel, as he knocks back everyone in his way.

Volatile Droplets fixate on random players and explode with a knock back when hitting any player due to Combustible Fuel.

You can also use Diffuse Magic/Fortifying Brew to pop the Volatile Droplet, preferably somewhere close to the middle of the platform to avoid getting knocked off.

Coalesced Blood should be tanked. They leave Blood Storm pools in their wake which forces the tank to slowly kite them around the platform to leave melee room for damaging them.

HEROIC: While the raid is stacked and move together around the platform, you should also keep an eye on the Uldir Defensive Beam (yellow lasers) that are placed in the elevator shaft, and make sure not to get hit as the elevator descends through them.

When the elevator is close to the bottom arena, jump off it to avoid the stun when the elevator hits the floor.

Phase Two: 35-0% health

Phase two is exactly like the first phase, but in a bigger room. In addition, Volatile Droplets will also continue to spawn!

Run away as far as possible from the impact point of Cudgel of Gore to avoid heavy damage (damage drops off with distance). Taloc will cast it at one of the tanks at 100 energy, and the impact point will clear off any nearby Blood Storm pools.

Don’t stand between Taloc and his Cudgel when he runs back to get it, as he knocks back everyone in his way.

Coalesced Blood should be tanked. They leave Blood Storm pools in their wake which forces the tank to slowly kite them around the platform to leave melee room for damaging them.

HEROIC: While the raid is stacked and move together around the platform, you should also keep an eye on the Uldir Defensive Beam (yellow lasers) that are placed in the elevator shaft, and make sure not to get hit as the elevator descends through them.

When the elevator is close to the bottom arena, jump off it to avoid the stun when the elevator hits the floor.

Phase Two: 35-0% health

Phase two is exactly like the first phase, but in a bigger room. In addition, Volatile Droplets will also continue to spawn!

Coalesced Blood should be tanked. They leave Blood Storm pools in their wake which forces the you to slowly kite them around the platform to leave melee room for damaging them.

HEROIC: While the raid is stacked and move together around the platform, you should also keep an eye on the Uldir Defensive Beam (yellow lasers) that are placed in the elevator shaft, and make sure not to get hit as the elevator descends through them.

When the elevator is close to the bottom arena, jump off it to avoid the stun when the elevator hits the floor.

Phase Two: 35-0% health

Phase two is exactly like the first phase, but in a bigger room. In addition, Volatile Droplets will also continue to spawn!

Path to MOTHER

MOTHER

Uldir’s titanic watcher was gifted with tenacity and an insatiable desire to discover a “solution” to the Old Gods. Her protocols have remained fully intact, even though many other systems in her facility have collapsed. WARNING: M.O.T.H.E.R. will not accept aid from contaminated subjects.

Mistweaver Strategy

You will face against Mother in the first of three rooms. The room will have its own boss bar and you will see that it gains energy over time. At 100 energy, it casts Cleansing Purge, killing all players remaining in the room. The goal is to trickle players through the Defense Grid to the second room before the purge happens. The same goal in room two, while room three is a dead-end where you must kill the boss before the last purge.

The Defense Grid causes line of sight, meaning that you can’t heal players on the other side.

Each time a player walks through the grid, the whole raid take damage.

When entering the second room, you will have to dodge the Uldir Defensive Beam. Deadly vertical lines of yellow laser will cut across from the sides of the room. There will be a hole in the row of lasers that you can pass through safely.

HEROIC: On Heroic, Uldir Defensive Beam has a second type of beam. A line of yellow swirls will spawn on the ground. They mark a safe location before lasers descends from the ceiling and kill anyone not standing within the safe zones.

At the final room, Mother will take increased damage due to Depleted Energy.

The encounter ends when Mother hits 10% health remaining.

Windwalker Notes

You will face against Mother in the first of three rooms. The room will have its own boss bar and you will see that it gains energy over time. At 100 energy, it casts Cleansing Purge, killing all players remaining in the room. The goal is to trickle players through the Defense Grid to the second room before the purge happens. The same goal in room two, while room three is a dead-end where you must kill the boss before the last purge.

When entering the second room, you will have to dodge the Uldir Defensive Beam. Deadly vertical lines of yellow laser will cut across from the sides of the room. There will be a hole in the row of lasers that you can pass through safely.

HEROIC: On Heroic, Uldir Defensive Beam has a second type of beam. A line of yellow swirls will spawn on the ground. They mark a safe location before lasers descends from the ceiling and kill anyone not standing within the safe zones.

At the final room, Mother will take increased damage due to Depleted Energy. Pop cooldowns!

The encounter ends when Mother hits 10% health remaining.

Brewmaster Notes

You will face against Mother in the first of three rooms. The room will have its own boss bar and you will see that it gains energy over time. At 100 energy, it casts Cleansing Purge, killing all players remaining in the room. The goal is to trickle players through the Defense Grid to the second room before the purge happens. The same goal in room two, while room three is a dead-end where you must kill the boss before the last purge.

Run against the Wind Tunnel pushback so you don’t get dragged into the fire at the other end of the room.

Face Mother away from the raid so they won’t get the tank debuff Sanitizing Strike. Tank swap at 2-3 stacks of the debuff.

When entering the second room, you will have to dodge the Uldir Defensive Beam. Deadly vertical lines of yellow laser will cut across from the sides of the room. There will be a hole in the row of lasers that you can pass through safely.

HEROIC: On Heroic, Uldir Defensive Beam has a second type of beam. A line of yellow swirls will spawn on the ground. They mark a safe location before lasers descends from the ceiling and kill anyone not standing within the safe zones.

At the final room, Mother will take increased damage due to Depleted Energy.

The encounter ends when Mother hits 10% health remaining.

Ring of Containment

After MOTHER’s defeat, you gain access to the Ring of Containment. Here you can choose between three bosses: Zek’Voz (west), Vectis (north) and Fetid Devourer (east). Once you’ve defeated all three, you can finally go toe to toe with Zul, Reborn in the centre platform.

Fetid Devourer

The experiments within Uldir conducted tests upon countless lifeforms, including several loa who inhabited the forests around Zandalar. After the experiments proved lethal, the loa’s remains were disposed of improperly, much to the delight of the dark consciousness imprisoned within Uldir.

Mistweaver Strategy

The primary tank will take consistent damage, while the off-tank will take high damage from Terrible Thrash, cast every fourth melee hit. Top up the off-tank whenever this ability is about to hit. Keep track of the boss’s Thrashing Terror buff to see at which cast he is at (3 stacks total, he depletes one stack with each melee hit).

Players will be afflicted by Malodorous Miasma, an 18 sec debuff that ticks moderate damage. Once it the duration runs out, it evolves into Putrid Paroxysm, a 6 sec debuff that ticks high damage. Both debuffs can stack if the affected player is hit by boss mechanics that also apply the debuff.

Since raid-wide damage only hits a few times this fight, you will spend most of your time focus-healing the targets with Putrid Paroxysm. Remember to keep affected targets healthy before large incoming damage.

If the cast goes through, the boss will run over and eat up the add with Consume Corruption, gaining health and energy.

50% health: Fetid Devourer will take increased damage due to Fetid Frenzy. The damage buff will also cause the tanks to take higher damage!

HEROIC: The boss will also cast Shockwave Stomp which knocks players way back. Keep a wall behind you so that you don’t get knocked to the other end of the room. Have a Transcendence spirit active by the boss at all times. You might want to save Revival for this ability, as the raid-wide damage can be quite extensive.

The primary tank will take consistent damage, while the off-tank will take high damage from Terrible Thrash, cast every fourth melee hit.

Players will be afflicted by Malodorous Miasma, an 18 sec debuff that ticks moderate damage. Once it the duration runs out, it evolves into Putrid Paroxysm, a 6 sec debuff that ticks high damage. Both debuffs can stack if the affected player is hit by boss mechanics that also apply the debuff.

If the cast goes through, the boss will run over and eat up the add with Consume Corruption, gaining health and energy.

50% health: Fetid Devourer will take increased damage due to Fetid Frenzy. Save cooldowns for this!

HEROIC: The boss will also cast Shockwave Stomp which knocks players way back. Keep a wall behind you so that you don’t get knocked to the other end of the room. Have a Transcendence spirit active by the boss at all times.

The primary tank will take consistent damage, while the off-tank will take high damage from Terrible Thrash, cast every fourth melee hit. Keep track of the boss’s Thrashing Terror buff to see at which cast he is at (3 stacks total, he depletes one stack with each melee hit).

Tank swap if the off-tank runs out of cooldown for the Terrible Thrash hit.

Players will be afflicted by Malodorous Miasma, an 18 sec debuff that ticks moderate damage. Once it the duration runs out, it evolves into Putrid Paroxysm, a 6 sec debuff that ticks high damage. Both debuffs can stack if the affected player is hit by boss mechanics that also apply the debuff.

A pair of the 6 alcoves of the room, the Waste Disposal Units, will occasionally activate and flood the alcove with waste. Getting hit applies a stack of Malodorous Miasma.

The waste also spawns an Corruption Corpuscle add. These should be killed before they finishes their Enticing Essence cast. Tank the boss close to one of these adds so the melee can cleave it.

If the cast goes through, the boss will run over and eat up the add with Consume Corruption, gaining health and energy.

50% health: Fetid Devourer will take increased damage due to Fetid Frenzy. Save defensives for this!

HEROIC: The boss will also cast Shockwave Stomp which knocks players way back. Keep a wall behind you so that you don’t get knocked to the other end of the room. Have a Transcendence spirit active by the boss at all times.

Zek’voz, Herald of N’zoth

Shortly after the Sundering, a dark messenger arrived on the fresh shores of Zandalar, intending to bring the newly isolated tribe into the service of N’Zoth. Zek’voz was prepared to entice, bribe, cajole, corrupt, or simply kill them, but he was not prepared to encounter the defenses of Uldir. He was captured, studied, disassembled, and stored in the Titans’ Archives, where he has waited for a chance to escape.

Tanks need to swap in the sequence to avoid getting two stacks of Void lash. At NORMAL the stacks reduce healing taken by 25% per stack, at HEROIC it’s 50% reduced healing.

Non-tanks should never stand in front of the boss when Might of the Void sequence is about to hit off.

Surging Darkness causes rings of darkness to erupt (with the boss at its center). The rings have three tiers, with one ring always clear from darkness. Stand close-ish to the boss to make it easy to run to the ring clear of darkness. Save Revival for when the last ring has hit.

Phase One: 100-65%

Silithid Warriors will spawn and fixate on random players. Kite the warrior to the boss so DPS can cleave them down.

Silithid Warriors will no longer spawn and the boss won’t cast Eye Beam.

Anub’ar Voidweaver will spawn instead, casting Void Bolt which must be interrupted.

HEROIC: Voidweavers cannot be moved due to their Shadowbind. This will probably mean that you’ll need to set up a interrupt rotation on each mob.

Run out with Roiling Deceit and place it somewhere far off from the raid. Don’t touch the Ominous Cloud that spawns (they drift around a bit)!

Touching an Ominous Cloud will spawn a Guardian of Yogg-Saron add which needs to be tanked. They will cast Shadow Nova on 100 energy or when killed, causing massive damage to the whole raid. Spawning these adds is a raid wipe alert, but it can be survivable if there’s only one and you have a raid cooldown for it.

Phase Three: 30-0%

Anub’ar Voidweaver will no longer spawn and players won’t be afflicted with Roiling Deceit anymore.

An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.

Players should soak the orbs, with DPS first in line. The 30-sec debuff will boost health, healing and damage BUT when the debuff expires, the player will be mind controlled by Will of the Corruptor.

Players mind controlled by Will of the Corruptor will need to be damaged enough to break the mind control.

The affected players will try to fear their allies with Psionic Blast, which must be interrupted.

HEROIC: The mind control doesn’t break unless the player is killed. When the player becomes mind controlled, they release Void Wail which fears all players within 8yds (purple swirl).

Surging Darkness causes rings of darkness to erupt (with the boss at its center). The rings have three tiers, with one ring always clear from darkness. Stand close-ish to the boss to make it easy to run to the ring clear of darkness.

Phase One: 100-65%

Silithid Warriors will spawn and fixate on random players. Kite the warrior to the boss so DPS can cleave them down.

Run out with Roiling Deceit and place it somewhere far off from the raid. Don’t touch the Ominous Cloud that spawns (they drift around a bit)!

Touching an Ominous Cloud will spawn a Guardian of Yogg-Saron add which needs to be tanked. They will cast Shadow Nova on 100 energy or when killed, causing massive damage to the whole raid. Spawning these adds is a raid wipe alert, but it can be survivable.

Phase Three: 30-0%

An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.

Players should soak the orbs, with DPS first in line. The 30-sec debuff will boost health, healing and damage BUT when the debuff expires, the player will be mind controlled by Will of the Corruptor.

Players mind controlled by Will of the Corruptor will need to be damaged enough to break the mind control.

The affected players will try to fear their allies with Psionic Blast, which must be interrupted.

HEROIC: The mind control doesn’t break unless the player is killed. When the player becomes mind controlled, they release Void Wail which fears all players within 8yds (purple swirl).

Surging Darkness causes rings of darkness to erupt (with the boss at its center). The rings have three tiers, with one ring always clear from darkness. Stand close-ish to the boss to make it easy to run to the ring clear of darkness.

Run out with Roiling Deceit and place it somewhere far off from the raid. Don’t touch the Ominous Cloud that spawns (they drift around a bit)!

Touching an Ominous Cloud will spawn a Guardian of Yogg-Saron add which needs to be tanked. They will cast Shadow Nova on 100 energy or when killed, causing massive damage to the whole raid. Spawning these adds is a raid wipe alert, but it can be survivable.

Phase Three: 30-0%

An Orb of Corruption will fall from the sky, which must be intercepted by a player. Intercepting the orb from exploding on the ground by standing in the swirl will apply the Corruptor’s Pact debuff, and the orb will launch into the air again, up and in the direction the soaking player is facing. Then, it will start to descend again.

Players should soak the orbs, with DPS first in line. The 30-sec debuff will boost health, healing and damage BUT when the debuff expires, the player will be mind controlled by Will of the Corruptor.

Players mind controlled by Will of the Corruptor will need to be damaged enough to break the mind control.

The affected players will try to fear their allies with Psionic Blast, which must be interrupted.

HEROIC: The mind control doesn’t break unless the player is killed. When the player becomes mind controlled, they release Void Wail which fears all players within 8yds (purple swirl).

Path to Vectis

Vectis

The plague of corrupted blood killed countless trolls and began one of the most terrifying periods in Zandalar’s history. The constructs within Uldir studied the disease in search of a cure, but found that only isolation and extermination was effective. Unfortunately, as the facility’s safeguards cracked apart, the plague was accidentally combined with a sample of G’huun’s blood, creating a new entity that hungered for fresh victims.

Mistweaver Strategy

Players will be afflicted by Omega Vector, a 10 sec debuff, that jumps to another player on expiration. These will be present the entire fight. The number of vectors active depends on the group size.

When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.

The raid should coordinate the hosts to spread the debuff evenly. Those with high stacks of Lingering Infection should avoid standing near the hosts of Omega Vector while those with few stacks should stand close to become the new hosts. Simply put, stack the raid and when a player gets too many stacks that player runs out.

Phase One (1min 30sec)

Tanks will be hit by Evolving Affliction, which stacks. Focus heal the tanks if they take 3 or more stacks.

Vectis will cast Contagion, causing a pulse of nature damage to hit all players. On low stacks of Lingering Infection, you can get away with only Essence Font. On higher stacks towards the end of the fight, you’re going to need a raid cooldown for each one so save Revival for this ability.

If targeted by Gestate, run out of the group before you get stunned. The debuff will pulse shadow damage to a random player, in addition to all players within 5yds.

Players will be afflicted by Omega Vector, a 10 sec debuff, that jumps to another player on expiration. These will be present the entire fight. The number of vectors active depends on the group size.

When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.

The raid should coordinate the hosts to spread the debuff evenly. Those with high stacks of Lingering Infection should avoid standing near the hosts of Omega Vector while those with few stacks should stand close to become the new hosts. Simply put, stack the raid and when a player gets too many stacks that player runs out.

Players will be afflicted by Omega Vector, a 10 sec debuff, that jumps to another player on expiration. These will be present the entire fight. The number of vectors active depends on the group size.

When the debuff expires, it leaves a permanent Lingering Infection, which weakens the target and causes it to take 5% increased nature damage. This is a stacking debuff that will be active the entire fight, not even death can get rid of it.

The raid should coordinate the hosts to spread the debuff evenly. Those with high stacks of Lingering Infection should avoid standing near the hosts of Omega Vector while those with few stacks should stand close to become the new hosts. Simply put, stack the raid and when a player gets too many stacks that player runs out.

Phase One (1min 30sec)

The tank debuff is Evolving Affliction, which stacks. Switch at 2-3 stacks or whenever it hurts too much.

Zul, Reborn

Once the proud leader of the Zanchuli Council, highest advisors to the kings of Zandalar, Zul was praised as the greatest of prophets. Now, the dark prophet has turned on King Rastakhan and would see a true troll empire rule the world once again, even if it means submitting to the blood god: G’huun.

Dark Revelation: Two players will be afflicted by this and have to run out of the raid in seperate directions before they explode in a wide radius. Be ready with Essence Font!

The explosion spawn three Minion of Zul, which must be killed by ranged before they touch a player and causes them to be feared by Pit of Despair. Players can also purge their Bound by Shadow buff to kill them!

HEROIC: If two bloodhexers are within 20yds, Sanguine Presence will burst and heal all enemies for 10%. CC one of them while you cleave kill the other one close to the boss. Take out the last Bloodhexer after that.

Bloodthirsty Crawg: Chomps on its target with Hungering Maw, which heals the Crawg for 200% of the damage inflicted. Tanks should keep up mitigation to reduce the amount the Crawg heals itself with.

At 100 energy, it dies in an Engorged Burst and applies a DoT to the entire raid. DPS must kill these before they reach 100 energy, otherwise it’s a close wipe!

When Zul hits 40% health remaining, he will knock back the entire raid with Locus of Corruption, consuming his energy and applying the debuff Corrupted Blood per 5 energy he generated in phase one.

Kill off the remaining adds from phase one.

Avoid standing in front of Zul as his frontal cone applies the tank debuff Rupturing Blood.

Tanks should swap at 3 stacks (or until it hurts too much), then the swapped out tank should run out before his debuff expires and place the spawning Ruptured Blood at the edge of the arena. This pool is permanent, but they can be stacked on top of each other.

If a player touches the pool, they will gain another stacks of the Corrupted Blood debuff.

Two random players will be afflicted with Deathwish, causing them to flee towards the closest edge of the platform. Detox them just before they reach the edge, as they will explode in a radius, in addition to having sets of Minion of Zul spawning.

Dark Revelation: Two players will be afflicted by this and have to run out of the raid in seperate directions before they explode in a wide radius.

The explosion spawn three Minion of Zul, which must be killed by ranged before they touch a player and causes them to be feared by Pit of Despair. Players can also purge their Bound by Shadow buff to kill them!

HEROIC: If two bloodhexers are within 20yds, Sanguine Presence will burst and heal all enemies for 10%. CC one of them while you cleave kill the other one close to the boss. Take out the last Bloodhexer after that.

Bloodthirsty Crawg: Chomps on its target with Hungering Maw, which heals the Crawg for 200% of the damage inflicted. Tanks should keep up mitigation to reduce the amount the Crawg heals itself with.

At 100 energy, it dies in an Engorged Burst and applies a DoT to the entire raid. You must kill these before they reach 100 energy, otherwise it’s a close wipe!

When Zul hits 40% health remaining, he will knock back the entire raid with Locus of Corruption, consuming his energy and applying the debuff Corrupted Blood per 5 energy he generated in phase one.

Kill off the remaining adds from phase one.

Avoid standing in front of Zul as his frontal cone applies the tank debuff Rupturing Blood.

Tanks should swap at 3 stacks (or until it hurts too much), then the swapped out tank should run out before his debuff expires and place the spawning Ruptured Blood at the edge of the arena. This pool is permanent, but they can be stacked on top of each other.

If a player touches the pool, they will gain another stacks of the Corrupted Blood debuff.

Two random players will be afflicted with Deathwish, causing them to flee towards the closestedge of the platform. When dispelled they will explode in a radius and sets of Minion of Zul will spawn.

Dark Revelation: Two players will be afflicted by this and have to run out of the raid in seperate directions before they explode in a wide radius.

The explosion spawn three Minion of Zul, which must be killed by ranged before they touch a player and causes them to be feared by Pit of Despair. Players can also purge their Bound by Shadow buff to kill them!

Nazmani Crusher: Before it reaches 100 energy, tanks must kite it out of the raid to avoid having it buff its allies with Thrumming Pulse. It also casts a frontal Bloody Cleave, which deals massive damage to you. Use mitigation!

HEROIC: If two bloodhexers are within 20yds, Sanguine Presence will burst and heal all enemies for 10%. CC one of them while you cleave kill the other one close to the boss. Take out the last Bloodhexer after that.

Bloodthirsty Crawg: Chomps on its target with Hungering Maw, which heals the Crawg for 200% of the damage inflicted. You should keep up mitigation to reduce the amount the Crawg heals itself with.

At 100 energy, it dies in an Engorged Burst and applies a DoT to the entire raid. You must kill these before they reach 100 energy, otherwise it’s a close wipe!

When Zul hits 40% health remaining, he will knock back the entire raid with Locus of Corruption, consuming his energy and applying the debuff Corrupted Blood per 5 energy he generated in phase one.

Kill off the remaining adds from phase one.

Face Zul away from the raid to avoid Rupturing Blood being applied to non-tanks.

You should tank-swap at 3 stacks (or until it hurts too much), then the swapped out tank should run out before his debuff expires and place the spawning Ruptured Blood at the edge of the arena. This pool is permanent, but they can be stacked on top of each other.

If a player touches the pool, they will gain another stacks of the Corrupted Blood debuff.

Two random players will be afflicted with Deathwish, causing them to flee towards the closest edge of the platform. When dispelled they will explode in a radius and sets of Minion of Zul will spawn.

Mistweaver Strategy

Getting hit by abilities gives you stacks of Annihilation. You can remove the stacks by walking over the Existence Fragment orbs that spawn around you whenever you gain a stack of Annihilation.

Phase One: Kill Mythrax

Don’t stand in front of Mythrax; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.

The raid may have to leave some of the orbs for the current off-tank to pick up, to prevent the tanks from gaining too many stacks of Annihilation.

The whole raid must spread apart at least 5yds. When the Oblivion Spheres spawn on random players, you want them to only charm one player, instead a stack of many.

Players within the orb’s zone will be charmed and take increasing stacks of Annihilation. You can either kill the orb to break the charm, or simply use displacements abilities to knock them out of the zone. Mistweavers can use Ring of Peace to help.

Breaking the orb’s charm effect on a player will trigger a raid-wide explosion through Crashing Oblivion. Don’t break them all at once!

Imminent Ruin will be applied to two random players that must run out of the raid in two different directions before the debuff explode. While the radius of the blast is quite wide, the damage decrease the further away the affected players are. If a player is within a 12 yds radius of the explosion, they will also gain stacks of Annihilation.

Sidestep Mythrax’s Obliteration Blast. It’s a large frontal blast that he’ll do in the direction of a random player.

HEROIC: On heroic, Mythrax will prevent players from spawning Existence Fragment orbs after he hits 10% health remaining due to Essence Shatter (20% according to the Dungeon Journal).

Phase Two: Kill adds (~1 min timer)

Mythrax will run to the middle of the room and start casting Xalzaix’s Awakening: it spawns two Oblivion Spheres so the raid must spread out. When the cast is complete, he will deal raid-wide damage and apply more stacks of Annihilation.

Myhtrax will be take 99% reduced damage in this phase due to Oblivion Veil. Do not touch the veil (zone around Mythrax) since it deals damage to anyone within it.

They also cast Essence Shear like Mythrax, which means tanks must face them away from the raid.

Windwalker Notes

At 75%, 50% and 25% Mythrax will trigger phase two.

Getting hit by abilities gives you stacks of Annihilation. You can remove the stacks by walking over the Existence Fragment orbs that spawn around you whenever you gain a stack of Annihilation.

Phase One: Kill Mythrax

Don’t stand in front of Mythrax; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.

The raid may have to leave some of the orbs for the current off-tank to pick up, to prevent the tanks from gaining too many stacks of Annihilation.

The whole raid must spread apart at least 5yds. When the Oblivion Spheres spawn on random players, you want them to only charm one player, instead a stack of many.

Players within the orb’s zone will be charmed and take increasing stacks of Annihilation. You can either kill the orb to break the charm, or simply use displacements abilities to knock them out of the zone.

Breaking the orb’s charm effect/killing it will trigger a raid-wide explosion through Crashing Oblivion. Don’t break them all at once!

Imminent Ruin will be applied to two random players that must run out of the raid in two different directions before the debuff explode. While the radius of the blast is quite wide, the damage decrease the further away the affected players are. If a player is within a 12 yds radius of the explosion, they will also gain stacks of Annihilation.

Sidestep Mythrax’s Obliteration Blast. It’s a large frontal blast that he’ll do in the direction of a random player.

HEROIC: On heroic, Mythrax will prevent players from spawning Existence Fragment orbs after he hits 10% health remaining due to Essence Shatter (20% according to the Dungeon Journal).

Phase Two: Kill adds (~1 min timer)

Mythrax will run to the middle of the room and start casting Xalzaix’s Awakening: it spawns two Oblivion Spheres so the raid must spread out. When the cast is complete, he will deal raid-wide damage and apply more stacks of Annihilation.

Myhtrax will be take 99% reduced damage in this phase due to Oblivion Veil. Do not touch the veil (zone around Mythrax) since it deals damage to anyone within it.

They also cast Essence Shear like Mythrax, which means tanks must face them away from the raid.

Brewmaster Notes

At 75%, 50% and 25% Mythrax will trigger phase two.

Getting hit by abilities gives you stacks of Annihilation. You can remove the stacks by walking over the Existence Fragment orbs that spawn around you whenever you gain a stack of Annihilation.

Phase One: Kill Mythrax

Face Mythrax away from the raid; he does a frontal cone, Essence Shear, that applies a tank debuff that prevents you from spawning Existence Fragment orbs.

The raid may have to leave some of the orbs for the current off-tank to pick up, to prevent the tanks from gaining too many stacks of Annihilation.

The whole raid must spread apart at least 5yds. When the Oblivion Spheres spawn on random players, you want them to only charm one player, instead a stack of many.

Players within the orb’s zone will be charmed and take increasing stacks of Annihilation. You can either kill the orb to break the charm, or simply use displacements abilities to knock them out of the zone.

Breaking the orb’s charm effect/killing it will trigger a raid-wide explosion through Crashing Oblivion. Don’t break them all at once!

Imminent Ruin will be applied to two random players that must run out of the raid in two different directions before the debuff explode. While the radius of the blast is quite wide, the damage decrease the further away the affected players are. If a player is within a 12 yds radius of the explosion, they will also gain stacks of Annihilation.

Sidestep Mythrax’s Obliteration Blast. It’s a large frontal blast that he’ll do in the direction of a random player.

HEROIC: On heroic, Mythrax will prevent players from spawning Existence Fragment orbs after he hits 10% health remaining due to Essence Shatter (20% according to the Dungeon Journal).

Phase Two: Kill adds (~1 min timer)

Mythrax will run to the middle of the room and start casting Xalzaix’s Awakening: it spawns two Oblivion Spheres so the raid must spread out. When the cast is complete, he will deal raid-wide damage and apply more stacks of Annihilation.

Myhtrax will be take 99% reduced damage in this phase due to Oblivion Veil. Do not touch the veil (zone around Mythrax) since it deals damage to anyone within it.

They also cast Essence Shear like Mythrax, which means you must face them away from the raid.

Path to G’huun

The path to G’huun does not have any trash packs. However, you will get a look at the Amorphous Cysts that you have to deal with in the G’huun fight later. These have patches of Undulating Mass around them that will only decrease in size if the cysts take damage.

G’huun

In Uldir, the titans had hoped to find a solution to the Old Gods. But when they experimented upon the Old Gods’ unending, ravenous need to corrupt, they unexpectedly created a perfect avatar of that desire. G’huun is nothing but rot, pestilence, and decay, the ultimate parasite who cannot stop himself from consuming his host until it is gone.

Tanks need to pick up the Dark Young adds. These to massive damage to the tanks with Massive Smash and knocks them back, so keep the tanks topped up.

Dark Young’s second ability is Dark Bargain. When they start casting this ability at 100 energy, a zone will appear around them. If a player, or an add, is standing within the zone when it goes off they will do 25% more damage and healing, but they will also take 25% more damage.

Players want a stack of this debuff but should keep it to a single stack. If you get 2 stacks, you will become mind controlled until your friends slams you down to 50% health.

HEROIC: The mind control can’t be broken, and the player has to be slain.

Three players will be afflicted with Explosive Corruption, causing them to explode after 6 sec leaving a patch of Blighted Ground on the floor and radiate 5 Virulent Corruption orbs outwards. Afflicted player must run out of the raid to avoid hitting their allies and giving them room to dodge the orbs.

Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.

While carrying the Power Matrix you will get progressively slower. You need to Throw Power Matrix to a friend ahead to progress. If the player misses to catch the orb (by standing in the yellow swirl), the orb will despawn.

Meanwhile, there will be Amorphous Cysts across the entire platform. They will create patches of Undulating Mass near them which will be reduced in size if they take damage.

NORMAL: The player who deposits the orb will be afflicted with Imperfect Physiology for 2 min and won’t be able to hold a titan orb until the debuff runs out.

HEROIC: The players who carried the orb will all be afflicted with Imperfect Physiology for 5 min after deposit and won’t be able to hold a titan orb until the debuff runs out.

Phase Two

When the strike teams have deposited 3 Power Matrix orbs into the Reorigination Drive and triggered a Reorigination Blast, G’huun will crawl out from his hideout and tanks should pick him up immediately.

More strike teams will still need to be sent up to the upper platforms to trigger Reorigination Blasts!

G’huun will cast out a Wave of Corruption around him. Getting hit is unavoidable but when you pass through the wave you’ll explode in a short radius around you. Getting hit by the wave applies a stack of Putrid Blood.

HEROIC: On heroic, the explosion also applies Putrid Blood to any nearby allies. Spread out!

You can get rid of stacks Putrid Blood by standing in the zone of the player afflicted by Blood Feast. However, once the Blood Feast runs out, a Gibbering Horror add will spawn that will be proportionally stronger with every stack of Putrid Blood you cleared.

For each stack of Putrid Blood they gain a stack of Blood Might. In addition, they cast Mind-Numbing Chatter which interrupts spell casting by all players. Damage dealers should kill these as quickly as possible and healers need to take the spell casting interrupt into account.

The ceiling will Collapse and players must keep as much distance as possible to the impact points of the debris to reduce damage taken. Getting a direct hit will do massive damage and knock the player back.

Turn around from G’huun when he casts Gaze of G’huun to avoid being feared.

HEROIC: G’huun will spawn several Malignant Growth across the room. These will explode after a short while, so find a safe space to stand in. Shortly after they explode, G’huun casts Gaze of G’huun and Wave of Corruption in quick succession.

Windwalker Notes

Phase One

Arena Floor

The raid will encounter several adds that must be dealt with until the strike teams on the upper platforms has triggered enough Reorigination Blasts to coax G’huun into phase two.

While you can hit G’huun, it’s a waste of time due to his high regeneration through Blood Shield.

Tanks need to pick up the Dark Young adds. These to massive damage to the tanks with Massive Smash. Avoid standing in front of them!

Dark Young’s second ability is Dark Bargain. When they start casting this ability at 100 energy, a zone will appear around them. If a player, or an add, is standing within the zone when it goes off they will do 25% more damage and healing, but they will also take 25% more damage.

Players want a stack of this debuff but should keep it to a single stack. If you get 2 stacks, you will become mind controlled until your friends slams you down to 50% health.

HEROIC: The mind control can’t be broken, and the player has to be slain.

Three players will be afflicted with Explosive Corruption, causing them to explode after 6 sec leaving a patch of Blighted Ground on the floor and radiate 5 Virulent Corruption orbs outwards. Afflicted player must run out of the raid to avoid hitting their allies and giving them room to dodge the orbs.

Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.

While carrying the Power Matrix you will get progressively slower. You need to Throw Power Matrix to a friend ahead to progress. If the player misses to catch the orb (by standing in the yellow swirl), the orb will despawn.

Meanwhile, there will be Amorphous Cysts across the entire platform. They will create patches of Undulating Mass near them which will be reduced in size if they take damage.

NORMAL: The player who deposits the orb will be afflicted with Imperfect Physiology for 2 min and won’t be able to hold a titan orb until the debuff runs out.

HEROIC: The players who carried the orb will all be afflicted with Imperfect Physiology for 5 min after deposit and won’t be able to hold a titan orb until the debuff runs out.

Phase Two

When the strike teams have deposited 3 Power Matrix orbs into the Reorigination Drive and triggered a Reorigination Blast, G’huun will crawl out from his hideout and tanks should pick him up immediately.

More strike teams will still need to be sent up to the upper platforms to trigger Reorigination Blasts!

G’huun will cast out a Wave of Corruption around him. Getting hit is unavoidable but when you pass through the wave you’ll explode in a short radius around you. Getting hit by the wave applies a stack of Putrid Blood.

HEROIC: On heroic, the explosion also applies Putrid Blood to any nearby allies. Spread out!

You can get rid of stacks Putrid Blood by standing in the zone of the player afflicted by Blood Feast. However, once the Blood Feast runs out, a Gibbering Horror add will spawn that will be proportionally stronger with every stack of Putrid Blood you cleared.

For each stack of Putrid Blood they gain a stack of Blood Might. In addition, they cast Mind-Numbing Chatter which interrupts spell casting by all players. You should kill these as quickly as possible and healers need to take the spell casting interrupt into account.

The ceiling will Collapse and players must keep as much distance as possible to the impact points of the debris to reduce damage taken. Getting a direct hit will do massive damage and knock the player back.

Turn around from G’huun when he casts Gaze of G’huun to avoid being feared.

HEROIC: G’huun will spawn several Malignant Growth across the room. These will explode after a short while, so find a safe space to stand in. Shortly after they explode, G’huun casts Gaze of G’huun and Wave of Corruption in quick succession.

Brewmaster Notes

Phase One

Arena Floor

The raid will encounter several adds that must be dealt with until the strike teams on the upper platforms has triggered enough Reorigination Blasts to coax G’huun into phase two.

While you can hit G’huun, it’s a waste of time due to his high regeneration through Blood Shield.

Tanks need to pick up the Dark Young adds. These to massive damage to the tanks with Massive Smash and knocks them back, so keep the tanks topped up.

Dark Young’s second ability is Dark Bargain. When they start casting this ability at 100 energy, a zone will appear around them. If a player, or an add, is standing within the zone when it goes off they will do 25% more damage and healing, but they will also take 25% more damage.

Players want a stack of this debuff but should keep it to a single stack. If you get 2 stacks, you will become mind controlled until your friends slams you down to 50% health.

HEROIC: The mind control can’t be broken, and the player has to be slain.

Three players will be afflicted with Explosive Corruption, causing them to explode after 6 sec leaving a patch of Blighted Ground on the floor and radiate 5 Virulent Corruption orbs outwards. Afflicted player must run out of the raid to avoid hitting their allies and giving them room to dodge the orbs.

Mission: Carry the Power Matrix orb from its spawn point to the Reorigination Drive. Depositing it into the Drive will grant it 35 energy. You need to do this procedure 3 times to hit 100 energy which triggers a Reorigination Blast and vaults you into the second phase. The designated strike team should be around 2-3 player and you’ll need several sets.

While carrying the Power Matrix you will get progressively slower. You need to Throw Power Matrix to a friend ahead to progress. If the player misses to catch the orb (by standing in the yellow swirl), the orb will despawn.

Meanwhile, there will be Amorphous Cysts across the entire platform. They will create patches of Undulating Mass near them which will be reduced in size if they take damage.

NORMAL: The player who deposits the orb will be afflicted with Imperfect Physiology for 2 min and won’t be able to hold a titan orb until the debuff runs out.

HEROIC: The players who carried the orb will all be afflicted with Imperfect Physiology for 5 min after deposit and won’t be able to hold a titan orb until the debuff runs out.

Phase Two

When the strike teams have deposited 3 Power Matrix orbs into the Reorigination Drive and triggered a Reorigination Blast, G’huun will crawl out from his hideout and you should pick him up immediately.

More strike teams will still need to be sent up to the upper platforms to trigger Reorigination Blasts!

G’huun will cast out a Wave of Corruption around him. Getting hit is unavoidable but when you pass through the wave you’ll explode in a short radius around you. Getting hit by the wave applies a stack of Putrid Blood.

HEROIC: On heroic, the explosion also applies Putrid Blood to any nearby allies. Spread out!

You can get rid of stacks Putrid Blood by standing in the zone of the player afflicted by Blood Feast. However, once the Blood Feast runs out, a Gibbering Horror add will spawn that will be proportionally stronger with every stack of Putrid Blood you cleared.

For each stack of Putrid Blood they gain a stack of Blood Might. In addition, they cast Mind-Numbing Chatter which interrupts spell casting by all players. Damage dealers should kill these as quickly as possible and healers need to take the spell casting interrupt into account.

The ceiling will Collapse and players must keep as much distance as possible to the impact points of the debris to reduce damage taken. Getting a direct hit will do massive damage and knock the player back.

Turn around from G’huun when he casts Gaze of G’huun to avoid being feared.

HEROIC: G’huun will spawn several Malignant Growth across the room. These will explode after a short while, so find a safe space to stand in. Shortly after they explode, G’huun casts Gaze of G’huun and Wave of Corruption in quick succession.